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Education &
Training
1. COMPUTER AIDED INSTRUCTION
2. PROGRAMMING TOOLS
3. SIMULATION AND GAMES
4. PRODUCTIVITY TOOLS
5. COMPUTER CONTROLLED MEDIA
6. PRESENTATION AIDS
7. HYPERMEDIA AND INTERACTIVE MULTIMEDIA
8. AUTHORING TOOLS FOR STUDENTS
9. DISTANCE LEARNING: VIRTUAL SCHOOLS
Education & Training
Topics
Computer aided instruction(CAI)
Programming Tool
Computer Controlled Media
Computer Aided Instruction
(CAI)
 Computer based training.
 CAI is a self-learning technique, usually offline/online, involving
interaction of the student with programmed instructional materials.
 CAI refers to the use of the computer as a tool to facilitate and
improve instruction
 The computer based training software allows student to learn at
their own place, on small steps and gives feedback about how much
they have learned.
Programming Tool
 A programming tool is also called software development tool.
 It is use to create, maintain, or otherwise support other
programs and applications.
 source code editor and a compiler or interpreter are some
basic tool used by student.
Computer Controlled Media
 Media control refers media processing and controlling of
media.
 Depending on way media used, student’s role might be
observe, control or to create presentation.
 for example;
 A programming teacher might illustrate a program on
projection screen.
 Student can show their presentation in projection screen.
Education &
Training
 TOPICS:
 SIMULATION AND GAMES
 PRODUCTIVITY TOOLS
Simulation and Games
Many educational stimulations today are based on the same
idea:
Children learn best through exploration and innovation.
Educational stimulation are metaphors designed to focus
student attention on the most important concept. While most
education stimulation have the look and feel of a game, they
challenge student to learn through exploration ,
experimentation and interaction with other student.
Student love playing well-designed stimulation games. Now
days many school use stimulation games which are designed
for student to study along with playing.
Advantage & Disadvantage
of games & stimulation
 Main advantages of simulation include:
 Study the behavior of a system without building it.
 Results are accurate in general, compared to analytical model.
 Help to find un-expected phenomenon, behavior of the system.
 Easy to perform ``What-If'' analysis.
 Main disadvantages of simulation include:
 Expensive to build a simulation model.
 Expensive to conduct simulation.
 Sometimes it is difficult to interpret the simulation results.
Productivity Tools
 Computer are used as tool for study. Word processors, spreadsheet,
databases, graphics programs- the software tool used by adult are the
tools of student learn most often in school. In some cases student use
application designed especially for children .while only a few student take
programming classes and word processing are often required for
everybody. Once student learn to use these general purpose tools, they
can put them to work in and out of school.
 Example: laboratory sensing hardware and software that can be used to
collect scientific data (such as temperature ) and convert in to computer
data to be analyzed by student.
Topics
 PRESENTATION AIDS
 HYPERMEDIA & INTERACTIVE MULTIMEDIA
PRESENTATION AIDS
 Presentation aids are items other than the words of a speech
that are used to support the internet of the speakers. In
particular , they can be visual aids , audio aids or other
supporting technology.
 visual aids include projectors , physical objects ,
photographs , diagrams , charts and so on. Audio aids include
music , conversations , recordings , etc.
HYPERMEDIA &
INTERACTIVE MULTIMEDIA
 HYPERMEDIA
 Hypermedia , an extension of the hyper text, is a non linear medium of information which
includes graphics ,audio ,video , plain text and hyperlinks. This contrasts with the broader
term hyper multimedia which may include non-interactive linear presentations as well as
hypermedia. It is related to the field of electronic literature.
 The World Wide Web is a classic example of hypermedia.
 INTERACTIVE MULTIMEDIA
 Interactive multimedia is a multimedia which gives the user some navigational controls. A
good example is the internet.
 Interactive multimedia ,allows two-way interaction with multimedia course material , another
computer , or another user with direct response to the input , as opposed to one way
communication from tv , video , and other non- responsive media.
 Examples :-multimedia presentationmultimedia animation.
 Topics
 Authoring Tools for Students
 Distance Learning : Virtual School
Authoring Tools for Students
What is authoring tools ?
 A program that helps us write hypertext or multimedia
application . It usually enables us to create a final application
merely by linking together objects, such as a paragraph of text, an
illustration, or a song. By defining the objects' relationships to
each other, and by sequencing them in an appropriate order,
authors (those who use authoring tools) can produce attractive
and useful graphics applications. Most authoring systems also
support a scripting language for more sophisticated applications.
Some of the Authoring tools
 Storybird : Storybirds is an online collaborative storytelling tools that
gives the ability to read , create , and share books online using original art
and their own writing ideas.
 Capzles : Curate our own multimedia presentation with images , audio ,
and video with capzles.
 Jing : We can use Jing to take free screenshots or to make screencasts . It
have credential annotate aspect of students work or images of their
classroom. Have math students talk through their process of solving a
problem by recording their own computer screen.Give direction for
homework by annotating the document using Jing.
Distance Learning : Virtual School
 Some physical schools use internet resources, such as online
lessons, teacher support online, or online homework systems,
but a fully online school (virtual school or cyber-school)
teaches entirely or primarily through online methods. That is,
physical interaction by students and teachers is unnecessary,
or only supplementary. A fully online school enables
individuals to earn transferable credits or to take recognised
examinations, to advance to the next level of education.
Education and Trainning show presentation

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Education and Trainning show presentation

  • 1.
  • 2. Education & Training 1. COMPUTER AIDED INSTRUCTION 2. PROGRAMMING TOOLS 3. SIMULATION AND GAMES 4. PRODUCTIVITY TOOLS 5. COMPUTER CONTROLLED MEDIA 6. PRESENTATION AIDS 7. HYPERMEDIA AND INTERACTIVE MULTIMEDIA 8. AUTHORING TOOLS FOR STUDENTS 9. DISTANCE LEARNING: VIRTUAL SCHOOLS
  • 3. Education & Training Topics Computer aided instruction(CAI) Programming Tool Computer Controlled Media
  • 4. Computer Aided Instruction (CAI)  Computer based training.  CAI is a self-learning technique, usually offline/online, involving interaction of the student with programmed instructional materials.  CAI refers to the use of the computer as a tool to facilitate and improve instruction  The computer based training software allows student to learn at their own place, on small steps and gives feedback about how much they have learned.
  • 5. Programming Tool  A programming tool is also called software development tool.  It is use to create, maintain, or otherwise support other programs and applications.  source code editor and a compiler or interpreter are some basic tool used by student.
  • 6. Computer Controlled Media  Media control refers media processing and controlling of media.  Depending on way media used, student’s role might be observe, control or to create presentation.  for example;  A programming teacher might illustrate a program on projection screen.  Student can show their presentation in projection screen.
  • 7. Education & Training  TOPICS:  SIMULATION AND GAMES  PRODUCTIVITY TOOLS
  • 8. Simulation and Games Many educational stimulations today are based on the same idea: Children learn best through exploration and innovation. Educational stimulation are metaphors designed to focus student attention on the most important concept. While most education stimulation have the look and feel of a game, they challenge student to learn through exploration , experimentation and interaction with other student. Student love playing well-designed stimulation games. Now days many school use stimulation games which are designed for student to study along with playing.
  • 9. Advantage & Disadvantage of games & stimulation  Main advantages of simulation include:  Study the behavior of a system without building it.  Results are accurate in general, compared to analytical model.  Help to find un-expected phenomenon, behavior of the system.  Easy to perform ``What-If'' analysis.  Main disadvantages of simulation include:  Expensive to build a simulation model.  Expensive to conduct simulation.  Sometimes it is difficult to interpret the simulation results.
  • 10. Productivity Tools  Computer are used as tool for study. Word processors, spreadsheet, databases, graphics programs- the software tool used by adult are the tools of student learn most often in school. In some cases student use application designed especially for children .while only a few student take programming classes and word processing are often required for everybody. Once student learn to use these general purpose tools, they can put them to work in and out of school.  Example: laboratory sensing hardware and software that can be used to collect scientific data (such as temperature ) and convert in to computer data to be analyzed by student.
  • 11. Topics  PRESENTATION AIDS  HYPERMEDIA & INTERACTIVE MULTIMEDIA
  • 12. PRESENTATION AIDS  Presentation aids are items other than the words of a speech that are used to support the internet of the speakers. In particular , they can be visual aids , audio aids or other supporting technology.  visual aids include projectors , physical objects , photographs , diagrams , charts and so on. Audio aids include music , conversations , recordings , etc.
  • 13. HYPERMEDIA & INTERACTIVE MULTIMEDIA  HYPERMEDIA  Hypermedia , an extension of the hyper text, is a non linear medium of information which includes graphics ,audio ,video , plain text and hyperlinks. This contrasts with the broader term hyper multimedia which may include non-interactive linear presentations as well as hypermedia. It is related to the field of electronic literature.  The World Wide Web is a classic example of hypermedia.  INTERACTIVE MULTIMEDIA  Interactive multimedia is a multimedia which gives the user some navigational controls. A good example is the internet.  Interactive multimedia ,allows two-way interaction with multimedia course material , another computer , or another user with direct response to the input , as opposed to one way communication from tv , video , and other non- responsive media.  Examples :-multimedia presentationmultimedia animation.
  • 14.  Topics  Authoring Tools for Students  Distance Learning : Virtual School
  • 15. Authoring Tools for Students What is authoring tools ?  A program that helps us write hypertext or multimedia application . It usually enables us to create a final application merely by linking together objects, such as a paragraph of text, an illustration, or a song. By defining the objects' relationships to each other, and by sequencing them in an appropriate order, authors (those who use authoring tools) can produce attractive and useful graphics applications. Most authoring systems also support a scripting language for more sophisticated applications.
  • 16. Some of the Authoring tools  Storybird : Storybirds is an online collaborative storytelling tools that gives the ability to read , create , and share books online using original art and their own writing ideas.  Capzles : Curate our own multimedia presentation with images , audio , and video with capzles.  Jing : We can use Jing to take free screenshots or to make screencasts . It have credential annotate aspect of students work or images of their classroom. Have math students talk through their process of solving a problem by recording their own computer screen.Give direction for homework by annotating the document using Jing.
  • 17. Distance Learning : Virtual School  Some physical schools use internet resources, such as online lessons, teacher support online, or online homework systems, but a fully online school (virtual school or cyber-school) teaches entirely or primarily through online methods. That is, physical interaction by students and teachers is unnecessary, or only supplementary. A fully online school enables individuals to earn transferable credits or to take recognised examinations, to advance to the next level of education.